Often dubbed a “Fantasy XCOM”, Fort Triumph is a tactical RPG emphasizing the use of Environmental Interactions to create rich, challenging and rewarding tactical gameplay.
In Fort Triumph, every crate and every tree is a potential weapon in the hands of experienced tacticians: in order to succeed, you will have to burn, freeze, topple, kick around or outright destroy the scenery at the right moment.
Our game includes:
- Hardcore tactical turn-based gameplay.
- Fully Interactive environments at your disposal.
- Heroes evolving by learning new abilities from their class skilltree.
- Non-linear, contextually generated missions and quests.
- Strategic gameplay and world map exploration.
Combat is a core pillar of Fort Triumphs design, as it's a tactical game first and foremost. You will control a party of heroes, each with a different set of abilities and a unique playstyle you can fit into your tactical approach.
Combat is set in tiled boards with an emphasis on cover, with each hero and enemy in turn employing attacks and abilities to achieve victory. Interactive levels full of obstacles and improvised weaponry make for an endless variation of tactical scenarios, as even the same mission played twice will feature a different layout.
An enemy can become your greatest weapon when hurled with enough force.
Heroes can combine their abilities in many ways: You can throw the savage out of harm’s way or help her close the distance by launching her forward, or place your melees in the path of a thrown enemy, granting them an attack of opportunity.
When you add elemental abilities and magic to the mix it gets even better- you can burn a tree with a flaming arrow and topple it onto your enemies with a magical whirlwind, or even save an exposed party member by summoning new cover for her.
Your party of heroes will face challenges and win missions by completing diverse objectives - in one mission you could be required to find an item of power, in another lead a dragon hunt, you might be tasked with rescuing allies from imprisonment or saving an innocent village by pushing back a goblin invasion.
The missions themselves will take place in procedurally generated maps, making every mission unique in its tactical setting and the ideal way to approach and defeat it. On higher difficulties, you will have to thoroughly analyze your hero line-up and environment in order to achieve victory.
Fort Triumph features flexible campaigns with changing locations, events and quests influenced by the player’s choices. We want each playthrough to be interesting and different, and with your support, multiple campaigns will offer a variety of paths and outcomes.
Our core team of heroes is composed of four classes - Paladin, Mage, Ranger and the Savage. Each of our classes has an array of unique abilities affecting both the environment as well as their enemies.
During your travels your party will change based on your choices, and while you may have multiple party members of the same class, no two heroes are ever the same. Traits will make each of them not only different in name but in nature as well, changing their performance in combat in subtle and interesting ways.
There are dozens of entertaining, quirky traits - your savage might be Loud, unable to keep it down and alerting enemies from afar. Your paladin might be exceptionally Determined, protecting her friends even after death. Some heroes are Impressionable, their hit chances affected by the success or failure of their party's previous attacks.
Since each hero is unique, the right combination of heroes in a party is crucial to victory and you will need to balance your heroes' strengths and weaknesses to bring out their full potential.
Fort Triumph is set in an original fantasy world, one being warped and changed by magical forces threatening to consume it. No one knows the origins of this world, but it’s apparent that it is now out of balance.
Many pray to the gods, but the gods are silent or absent, self-absorbed and pursuing their plans and agendas. Whether they have the power to save the world, or are indeed the cause of the disruption, is unknown.
Mountain ranges, like spiked spines running through the world's body, pierce the landscape and drip pure magic from the wounds. Wherever magic leaks into the land, living things as well as the terrain itself change, and evolve.
As Magic is shifting the natural order of things across the land, suddenly the dead rise to seek adventure, an old dragon started giving away his fortune to the poor, goblin thugs become learned academics, and the very fabric of the reality is at risk.
Entire nations and kingdoms are collapsing, and as always in times of chaos, many try to exploit the weak - petty warlords, bandits and villains are sprouting all across the land. Through this chaos heroes are gathering at Fort Triumph. It is up to you to rally them, seek out the cause of the chaos, and put a stop to it.
Fort Triumph itself, or rather, the ruins of the fort, are a safe haven located on top of such a leak, and according to legend, its survival in such close proximity is possibly due to ancient wards put in place before the fall of the world.
Long ago, a civilization now extinct built it for defense against forces unknown, and today it yet serves a similar purpose, gathering heroes from across the land to join forces and fix the broken world.
On your adventures through this vast world you will visit villages and towns, traverse forests and rivers, climb blazing volcanoes and venture into the mysterious Underworld, away from the world’s light and reality.
We have great concepts for more interesting environments, but ultimately, it is your support which will decide how vast our world will be, and how diverse our combat environments end up.
No need to change your reward - just add $15 to your current tier to receive an extra copy of the game and the artbook in PDF format.
We have many more ideas for future features we would love to implement: modding support, Twitch integration, additional hero classes, multiplayer modes, and much more. These ideas require extra help, time and funding to make them happen, and this can only be achieved with your participation and support.
We’re excited to share our creation with you, and are counting on you to assist us in perfecting the game throughout development. We need you to talk to us, weigh in and vote on the issues you care about, and make this game as much your own as it is ours. Your partnership will make Fort Triumph an awesome experience we will all enjoy!
While your support is the fuel that can drive Fort Triumph to even greater heights, we need your help in telling fellow gamers and tactics lovers about it and making our community bigger. The more adventurers join our quest, the more we are likely to be able to put into the game.
We want you to benefit by telling people about us, and we'll be doing it in two major ways - the first is unlocking content based on social goals, the second is by rewarding you personally for helping our effort.
Nothing is more important than expanding our ranks and bringing in new blood to join the front line in Kickstarter. Since challenge modes were some of the things you were most interested in based on our last poll, we are cooking up a little taste of what challenge modes can be - and will start implementing them once we hit the goals.
'This is Sparta!' Will introduce infinite HP in a map full of cliffs and deep watery graves - the only way to win is to kick, push and lift your enemies out of the battlefield.
'Warm and Cosy' Will make fire your best friend, for the first time since your first run through our demo :) In this mode, units not burning will suffer damage over time, and making sure you keep everyone cooking is a top priority.
'The Peacemaker' introduces two armies battling it out, and your mission is to save as many lives as you can - whether they'd like it or not. Doing it by stunning, providing cover, slowing or knocking away combatants about to slaughter each other for the duration.
Some of the best feedback we've ever collected came from Youtubers, brave souls sharing their adventures in Fort Triumph in video form. Not only is it greatly rewarding for us to watch others play our game, it also helps many others discover the game in turn.
Once we reach our goals, we will open up parts of our game for community development and voting - NPCs, factions and a miniboss, as our first steps.
Streamers have been responsible for some of the best moments we've had since starting our campaign - nothing more fun than sharing games and experiences live and being able to discuss things that come to mind.
Follow our channel on Twitch and when we reach our goals, we'll do a series of live streams presenting different aspects of our artists' work - enabling you to see new game assets materializing in real time.
One of the best ways to echo out the cry is to join our Twitter followers and help us get in front of more gamers and indie lovers everywhere. As we reach our targets, we will release concept art in wallpaper form - character sketches, environmental concepts and high quality hero portraits.
Share our message on Facebook to unlock Harbinger of Doom missions - this special questline will provide a different perspective of the world of Fort Triumph.
We don't want to spoil the story, but we can say these missions will only have a single unit for the most part, and will be focused on survival and mobility challenges on that single unit's quest to deliver word of terrible danger to those who believe they are safe.
We have been working on the game for almost three years, starting as a group of three friends working together from home and growing over time to become a small team of programmers, artists and writers working from an office located in the heart of Tel Aviv.
This is our first independent project and we’re all very passionate about making it and are absolutely ecstatic about how it’s shaping up. If you haven't already, try our demo to get a first-hand feel for our direction.
During the last year, we started working on the game full time, however we need community support to make our vision come true and stay independent.
Having played a solid portion of games in the tactical genre, we collectively felt we can improve on the genre through the features presented here, focusing on making the levels more meaningful to combat than ever before.
Last July we got approved on Steam Greenlight, and just last month we concluded a Square Enix Collective campaign with very positive feedback.
What Brings Us to Kickstarter
You already know our first major reason to seek your support - while right now we’re working on the project while funding ourselves with other jobs, your support can allow more of us to focus entirely on Fort Triumph, expanding the scope of the game.
Our second reason is content - working on our game, we had literally hundreds of great new ideas for content, mechanics, art and story, but while our ideas keep overflowing our resources are still limited.
In order to make Fort Triumph truly special, without compromising or cutting down great parts for the sake of a timely release, we need the help of fellow gamers who want to see the game reach its full potential.
Lastly, we seek your partnership and approval. We believe developing with our community is the key to making an awesome game.
We want to have you constantly trying our game, giving us your feedback, voting and discussing major issues so we can improve. With your help in designing the game, we are certain Fort Triumph will be as awesome as we envision it.
Your support will allow us to employ our professionals full time, enabling us to focus on the game and develop it to it's full potential by launch time.
Most of the funds will be invested in more high quality original art - more and better models, action animation, polished environments, a large variety of objects and environmental features. Since our game randomly generates maps and challenges, a solid variety of assets is crucial to make every playthrough truly unique.
Another major investment is our strategic layer - while our tactical layer is moving ahead nicely, we still have a way to go with our world map gameplay, and the complexity and depth of the strategic layer is absolutely dependent on our crowdfunding success.
Stories are what ties our game together, and we're aiming to build multiple, modular campaigns. However, making high quality campaigns is no small feat, and your support will decide how varied the stories we can tell are, as well as how deeply we can delve into the world's secret lore.
We are also converting our internal roadmap and feature plans into a more presentable form. For now, we are adding an initial timetable of our planned development phases - this is a partial list to give you an idea, at least until we know our Kickstarter fate and can lock things down.
The full timetable will stretch beyond release, as our game will hopefully keep growing and improving even after release, especially if our community joins our effort in earnest.
Original music in the game created by Marco Valerio Antonini.
This project is promoted by Jellop, a direct response online advertising agency specializing in Kickstarter campaigns on Facebook Ads and Google AdWords.
Risks and challenges
It's important for us to share our process with you, our community, and that includes sharing what we're worried about in Fort Triumph's future:
* Projections vs. real world development: There is still some level of risk attached to our projections, and we might find that we under-priced some of the crucial development stages we require before Early Access. If that happens, we will invest the entirety of pledged funds into high speed development to make the best possible Early Access offering, and develop onwards based on sales.
* Exponential scope growth: We are pioneering a new level of complexity for tactical, procedurally generated levels. With each new build, we get tons of ideas from testers and have tons of new ideas of our own for improvements, and one of the risks we're running is going overboard and trying for too much. We have started breaking down our future development plans and will make you a part of them in the coming weeks- community priorities will decide the final scope.Learn about accountability on Kickstarter
- (34 days)